Menu
Polymerization Preparation

Archetype Guide

Arknights has a large number of classes and subclasses, possibly to the extent of being confusing for new players. To add to the confusion, there weren't official subclass names until fairly recently, so there's a lot of information that uses fan-designated names that might not line up with the official ones. This is an attempt to address all of that.

Click on a class below:

Vanguards Guards Defenders Snipers Casters Medics Supporters Specialists

Medics

Medics are the primary source of healing on your team, though many of them can offer other supportive or even offensive abilities as well. They generally have poor defensive stats, so they should be kept out of harm's way so they can focus on healing allies.

Medics

Trait: Restores the HP of allies
Also known as: Single-target medics (will be referred to as such to avoid confusion)
Difficulty: Beginner

(Single-target) Medics are straightforward single-target healers, with the highest attack of the medics. A handful of them can buff allies. Note none of this applies to Kal'tsit, who is included in this archetype despite having nothing in common with them.

Multi-target Medics

Trait: Restores the HP of 3 allies simultaneously
Also known as: AOE medics
Difficulty: Beginner

Multi-target medics have lower attack than single-target medics, but they can heal multiple allies at once. Their range is also unique because it lets them heal allies behind them. They're ideal in situations where multiple allies are being damaged at once, as single-target medics usually can't heal everyone fast enough between hits.

Therapists

Trait: Has a large healing range, but the healing amount on farther targets is reduced to 80%
Also known as: Status resistance or wide-range medics
Difficulty: Beginner

Therapist medics have a large healing range, with an extension to the sides of them. This allows them to heal targets that single-target medics wouldn't be able to get to, at the cost of some effectiveness. Their attack is between the single- and multi-target medics, which further reduces their healing efficiency compared to a single-target medic. However, the main utility of Therapists is that they can grant status resistance, which reduces the duration of negative status effects by half, to operators they heal (which means they're ineffective against enmity operators and units with full HP).

Wandering Medics

Trait: Restores the HP of allied units and recovers Elemental Damage by 50% of ATK (can recover Elemental Damage of unhurt allied units)
Difficulty: Beginner

Wandering medics have a large healing range like Therapists do, but their range extension is to their front. They have the distinction of being able to heal Elemental Damage, but their base attack is the lowest of the medics, meaning they'll likely need support from a stronger medic for normal healing. They also can't heal Elemental Damage on enmity operators (Juggernauts, Mushas, Reapers).

Incantation Medics

Trait: Attacks deal Arts damage and heal the HP of an ally within Attack Range for 50% of the damage dealt
Difficulty: Intermediate

Incantation medics are effectively caster-medic hybrids, as they target enemies and do Arts damage while healing allies for half the damage dealt. Currently, all of them can also inflict Arts Fragility to support your other DPS units. They're a good choice if you need more DPS than healing, but they can't heal if there are no enemies to attack.

Chain Medics

Trait: Restores HP of allies, bouncing between 3 allies. Healing reduced by 25% per bounce
Difficulty: Advanced

Chain medics have an attack stat between the single- and multi-target medics, but their heals can bounce between targets. This means their effective range can be quite large with clever team placement, but map limitations and their lower stats than single-target medics mean they usually can't be used as a primary medic.